Influence: Controlling a Capital City
Some cities are capitals, and holding enough of one as a crew unlocks Influence — a standing set of perks for as long as you keep the grip.
Earning it
Influence isn't bought or activated — it's a live, computed status: once your crew's combined district control in a capital city crosses 60%, you hold Influence there automatically. Lose ground and drop below that line, and it's gone just as automatically — nothing is banked or locked in, it's read fresh off your actual territory every time it matters.
What it does
- Reduced Heat for your members acting in that city — a flat 20% cut to Heat gained there.
- Cheaper bail and bribes for the same members — 15% off both.
- A tax on rivals — any crew that isn't allied with you pays a 10% cut of their territory income in that city straight into your crew's bank, on top of what they already collect.
Why it's not permanently holdable
Because dominance is recalculated from live district ownership on every check, Influence rises and falls with the actual territory war — a crew that gets pushed off turf loses the status the moment their share drops below 60%, with no grace period or separate mechanic to defend. Holding a capital is its own ongoing fight, not a one-time unlock.